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    Ok, thanks but i'm sorry, the problem persists:
    I've replaced Unregister by Mute and register by unMute... not effect too. Return always FALSE, first time too. No error in log.
    Don't know what is "is System Wide"
    I don't use steam, but the onlinesubsystem

    "ClearVoicePackets() clears the local players queued voice packets, is that what you actually want?" i think i can use it yes.
    Last edited by benicourt; 05-12-2016, 11:19 AM.
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      Originally posted by benicourt View Post
      Ok, thanks but i'm sorry, the problem persists:
      I've replaced Unregister by Mute and register by unMute... not effect too. Return always FALSE, first time too. No error in log.
      I don't use steam, but the onlinesubsystem
      The generic subsystem implements both, are you passing in a bad local player id?


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        I use 0, i thought it was like player controllers... do i have to use another id ?
        Need a sound class in VOIP Sound Class Project Settings ?
        Last edited by benicourt; 05-12-2016, 11:38 AM.
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          No, it should be the local ID, so 0 should be fine. I don't understand how you are showing no errors in your log when calling these if they return false, all paths that return false show a log output explaining why both in my plugin and in the functions it calls.


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            Code is:
            bool UAdvancedVoiceLibrary::MuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
            {
            IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();

            if (!VoiceInterface.IsValid())
            {
            UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker couldn't get the voice interface!"));
            return false;
            }

            return VoiceInterface->MuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
            }

            VoiceInterface.IsValid() return True but return VoiceInterface->MuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide); dont raise any error - only return False.
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              I know what my code is ;P, I just don't know where it is failing for you in Epics codebase.

              If you can't debug step through it then use the MuteRemoteTalker function

              Code:
              	uint32 Return = E_FAIL;
              	if (LocalUserNum >= 0 && LocalUserNum < MaxLocalTalkers )
              	{
              		if (bIsSystemWide)
              		{
              			SystemMuteList.AddUnique((const FUniqueNetIdString&)PlayerId);
              			ProcessMuteChangeNotification();
              		}
              		else
              		{
              			// Skip this if the session isn't active
              			if (SessionInt && SessionInt->GetNumSessions() > 0 &&
              				// Or if voice is disabled
              					VoiceEngine.IsValid())
              			{
              				// Find the specified talker
              				FRemoteTalker* Talker = FindRemoteTalker(PlayerId);
              				if (Talker != NULL)
              				{
              					MuteList.AddUnique((const FUniqueNetIdString&)PlayerId);
              					Return = S_OK;
              					UE_LOG(LogVoice, Log, TEXT("Muting remote talker (%s)"), *PlayerId.ToDebugString());
              				}
              				else
              				{
              					UE_LOG(LogVoice, Verbose, TEXT("Unknown remote talker (%s) specified to MuteRemoteTalker()"), *PlayerId.ToDebugString());
              				}
              			}
              		}
              	}
              	else
              	{
              		UE_LOG(LogVoice, Warning, TEXT("Invalid user specified in MuteRemoteTalker(%d)"), LocalUserNum);
              	}
              
              	return Return == S_OK;
              The only path in there that doesn't throw a LOG Error is this:
              Code:
              			// Skip this if the session isn't active
              			if (SessionInt && SessionInt->GetNumSessions() > 0 &&
              				// Or if voice is disabled
              					VoiceEngine.IsValid())
              So if you don't get a log warning from that function then either there is no session active or the voiceengine is not valid.

              *Edit* Actually if it is set as system wide then it will never assign S_OK to the return and will return false as well...that appears to be a bug in their subsystem.
              Last edited by mordentral; 05-12-2016, 11:57 AM.


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                Ok, VoiceEngine.IsValid() because if not there would have a warning in your code : "Mute Remote Talker couldn't get the voice interface!" - but no warning
                So SessionInt && SessionInt->GetNumSessions() <= 0 ? But i can play multiplayer, and hear voices... session seems to be ok.... i'm lost...
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                  Originally posted by benicourt View Post
                  Ok, VoiceEngine.IsValid() because if not there would have a warning in your code : "Mute Remote Talker couldn't get the voice interface!" - but no warning
                  So SessionInt && SessionInt->GetNumSessions() <= 0 ? But i can play multiplayer, and hear voices... session seems to be ok.... i'm lost...
                  VoiceEngine is not the same as the VoiceInterface, also make sure you have bSystemWide off for testing as my edit mentions an apparent bug.

                  There isn't any way that you can run debug build and just step through the function? I don't have a project in 4.11 with server/client set up right now.



                  *Edit* Are you trying to test with new editor window with clients or in standalone builds? Created sessions won't work with editor windows.


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                    Ok, if it helps: if i use bRequiresPushToTalk=true in project, i can't speak
                    If i launch "StartNetworkedVoice" (play 0) ... no result too !
                    impossible to start voice system manually

                    *Edit*: no, that's functionning out of the editor - not in editor - but same result for mute/unmute
                    Last edited by benicourt; 05-12-2016, 12:24 PM.
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                      I can't test under editor (head set)- i test with 2 win64 builds
                      Last edited by benicourt; 05-12-2016, 12:26 PM.
                      My blog about video game development and game engines (FR + Translation)
                      My books about Unreal Engine 4 & Blender Game Engine (FR only)
                      Facebook - Twitter - Youtube

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                        Originally posted by mordentral View Post
                        There isn't any way that you can run debug build and just step through the function?
                        Don't know how to do that ?
                        My blog about video game development and game engines (FR + Translation)
                        My books about Unreal Engine 4 & Blender Game Engine (FR only)
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                          Originally posted by benicourt View Post
                          Don't know how to do that ?
                          I'm going to package one myself and check first, I don't know what is going wrong for you right now.


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                            Many thanks for your help, it's very nice.
                            My blog about video game development and game engines (FR + Translation)
                            My books about Unreal Engine 4 & Blender Game Engine (FR only)
                            Facebook - Twitter - Youtube

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                              Originally posted by benicourt View Post
                              Many thanks for your help, it's very nice.
                              Well work comp doesn't have a mic and the voice interface is failing to initialize


                              Consider supporting me on patreon

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                                I don't understand.. voice is functionning - i can speak and hear - i can't mute players only ?!
                                My blog about video game development and game engines (FR + Translation)
                                My books about Unreal Engine 4 & Blender Game Engine (FR only)
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